diff options
author | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-10-01 08:49:58 +0300 |
---|---|---|
committer | Tomi Korpipää <tomi.korpipaa@digia.com> | 2013-10-01 09:03:58 +0300 |
commit | 0ca1f153007c1cce62f3ad5fd7b7ed1d10fa5b35 (patch) | |
tree | 7baa94a3a84cb29e970ff3f096f3c7f69b37dd43 /src/datavisualization/input/q3dinputhandler.cpp | |
parent | 822a19d3e2650c7a9326b69ff4621ccd556e16cc (diff) |
Touch support fixed (draft)
Task-number: QTRD-2345
- might need some more tweaking
- currently requires hard-coded compile-time change for non-android devices
Change-Id: Id891178f5abd29a2c3f58ce33a661999947c7363
Reviewed-by: Miikka Heikkinen <miikka.heikkinen@digia.com>
Diffstat (limited to 'src/datavisualization/input/q3dinputhandler.cpp')
-rw-r--r-- | src/datavisualization/input/q3dinputhandler.cpp | 11 |
1 files changed, 4 insertions, 7 deletions
diff --git a/src/datavisualization/input/q3dinputhandler.cpp b/src/datavisualization/input/q3dinputhandler.cpp index 6fd5f08b..17f08cc6 100644 --- a/src/datavisualization/input/q3dinputhandler.cpp +++ b/src/datavisualization/input/q3dinputhandler.cpp @@ -18,7 +18,6 @@ #include "datavisualizationglobal_p.h" #include "q3dinputhandler.h" -#include "q3dcamera.h" #include "q3dcamera_p.h" #include "q3dlight.h" @@ -80,8 +79,6 @@ void Q3DInputHandler::mousePressEvent(QMouseEvent *event, const QPoint &mousePos setInputState(QDataVis::InputOnScene); // update mouse positions to prevent jumping when releasing or repressing a button setInputPosition(mousePos); - // TODO: Get rid of these (QTRD-2307) - emit selectionAtPoint(mousePos); } } else if (Qt::MiddleButton == event->button()) { // reset rotations @@ -120,11 +117,11 @@ void Q3DInputHandler::mouseMoveEvent(QMouseEvent *event, const QPoint &mousePos) if (QDataVis::InputRotating == inputState()) { // Calculate mouse movement since last frame QPointF rotations = scene()->activeCamera()->rotations(); - GLfloat xRotation = rotations.x(); - GLfloat yRotation = rotations.y(); - GLfloat mouseMoveX = GLfloat(inputPosition().x() - mousePos.x()) + float xRotation = rotations.x(); + float yRotation = rotations.y(); + float mouseMoveX = float(inputPosition().x() - mousePos.x()) / (scene()->viewport().width() / rotationSpeed); - GLfloat mouseMoveY = GLfloat(inputPosition().y() - mousePos.y()) + float mouseMoveY = float(inputPosition().y() - mousePos.y()) / (scene()->viewport().height() / rotationSpeed); // Apply to rotations xRotation -= mouseMoveX; |